whampyri
whampyri
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@Godhandkm said:
https://forum.deadbydaylight.com/en/discussion/comment/3186602#Comment_3186602
Or base kit lol :)
If they did basekit people would just go find it first
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@Deathstroke said:
What makes you think the survivors are not sweating their hardest as well? So don't expect to win them without sweating yourself. There is only 2 killers who can keep up at higher level yes but you play one of them you should be fine. It's still possible to win with other killers but lot harder and you can't do it as consistently.
The clicky flashlights and tbagging for one the bully squads for another
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Teams with coms are almost impossible to beat. Unless by some miracle they havnt found devour hope
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@Kirahie said:
https://forum.deadbydaylight.com/en/discussion/comment/3186602#Comment_3186602
Lmao. The last amazing hex. If devour was a non hex I would run it every game forever on all 115 killers.
Even survivors with coms would sweat
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@Adjatha said:
There is zero reason to use a hex.
Boons are infinitely better in every way while hexes have gotten weaker and weaker as time goes on. They're dead perks. Just don't use them ever.
The only thing that makes the killer actually feel strong is devour hope its the only thing that can make a team with coms sweat
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They could turn devour hope into a perk instead of hex lol
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@get_barted said:
https://forum.deadbydaylight.com/en/discussion/346499/killer-sided-dont-make-me-laugh
God Pallets - Are only good once. If the survivor drops it, break it right away, you dont have to worry about it again.
DH - 0.5 seconds endurance. Bait out the dead hard to see if they have it. I use Dead hard and still have a hard time getting the timing right.
Genrushing/Prove thyself - the counter to Prove thyself, Discordance. It allows you to see gens and alerts you when multiple people are on the same gen. Also, there are loads of gen slowdown perks.
99% Exit gates - Wesker's new perk terminus. Unless the exit gates are open all survivors become broken and cannot fully heal until the exit games are open and has a 30 second lingering effect and it also counters adrenaline. I have seen games take a turn for the worse because my teammates 99 and exit gate to go for a save with terminus on end dying because they couldnt heal.
Survivors can destroy hooks.
Survivors can easily loop killers with windows
Most of the time any hexes are out in the open. Removing a power that killer had
Flashlights are easy to use and can be used in conjunction with pallets
Thats just for starters
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@[Deleted User] said:
https://forum.deadbydaylight.com/en/discussion/comment/3183337#Comment_3183337
I wouldn't give up that soon. I've had games where the survivors seem too good for me and smash out gens only for them to get too cocky and overconfident and it's turned back around in my favour.
Yeah but the difference is probably I have high blood pressure and if it didn't turn out good it wouldn't be good for my heart
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@tippy2k2 said:
I do
Hell, chances are I never even noticed the killer gave up. I might sit on the gen wondering how the killer is doing so badly that they don't even have someone injured all this time but if the killer has given up, I'll get ish done ASAP and leave because if you're quitting, I don't want to be in that trial any more than you do at that point. I'm here to play the game and a game with no killer isn't playing the game.
I have people come find me and click flashlights at me
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@Bot_Salvo88 said:
https://forum.deadbydaylight.com/en/discussion/346209/question-for-survivors
I barely see killers giving up by staying AFK. They usually disconnect like survivors.
The problem is that the disconect lockouts add up
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@ShinobuSK said:
Not enough BP, or some archive that needs killer to be done.
At least for me. Usually I leave and I dont even remember last time I had killer going afk tbh
I do if you get 2 gens before i get a hook
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@JoaoVanBlizzard said:
https://forum.deadbydaylight.com/en/discussion/comment/3183299#Comment_3183299
What do you consider to win or lose in DBD? Do you have that mentality that the survivors win when the killer can't kill them all?
This raises an interesting question, DBD doesn't treat survs as a team, if a surv dies, it's over for him, he doesn't gain anything from it, it doesn't matter if the other 3 escaped, if one of them dies the game is over him, the killer stays alive until the end of the game, regardless of how many they kill
There are games like Identity V (which follows a theme similar to DBD, and the devs are currently making the new DBD mobile) that do have a team system, like, the killer wins if he kills more survs than they do escape, in this game I don't mind being camped or tunneled, because if the other survs manage to escape, all survs are bonuses in the same way, the same goes for the hunter (killer)
and rarely in that game do i feel unable to fight back a match when i'm playing surv, in DBD , sometimes when a surv dies with like 3 gens to complete, the match seems lost, because they can regress the gens infinitely, which makes things even worse
I know you have the swf problem, but that's another matter
Ig one escapes by door thats a loss and all they have to do is touch a gen to stop regression only for a moment
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@ScrantonicityMK said:
https://forum.deadbydaylight.com/en/discussion/comment/3183294#Comment_3183294
That’s not true at all if you’ve ever played both sides.
Ive gotten so many toxic survivors over tge years it aint even funny
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@JoaoVanBlizzard said:
Currently, I notice that while there are four survivors in the game, the generators have a chance to run out quickly, however, when a survivor dies, the generators seem to get tiresome to complete, not to mention that the killer has perks that pretty much deplete the gens quickly.
One idea I thought of is that when I had 4 survivors alive the generators would take longer to complete and get faster as the survivors died,
another idea then, as the survs died ,the gens would not regress to zero, but rather have a partial regression, example:
-if there are "4 "survivors alive: the generator regresses to zero (as it currently is)
-if there are "3" survivors alive: the generator stops regressing if the regress reaches 25%
-if there are "2" survivors alive: the generator stops regressing if the regress reaches 50%
-if there are "1" survivors alive: the generator stops regressing if the regress reaches 75%
This is just an idea people, I hope you understood, I don't know if I knew how to explain it,
My idea is to make repairs to generators less tiring and give survivors a chance to complete them even with fewer survivors in the game, there are many survs that are tunneled or that disconnect at the beginning of the game and the game ends up being unfair for the game. rest of the team
I'm also aware that some adjustments should be made to favor killers at the beginning of the game, so they don't suffer gen rush at the beginning of the game,
I wanted to hear from you if you have any ideas that could help with this?
Survivors wouls never lose
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Its usually survivors that are toxic af
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@Crowman said:
The only way you are hitting 24 hours is if this is a consistent issue or you are quitting out of a lot of games. So yes it's fair.
So if you have crappy internet though you shouldnt play games
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@scawyxd said:
title, just want to know why you guys think that is? and when do we start crying about it like dead hard?
Better question why are gens so fast
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@SilentShepherd said:
You think you are "being nice" by allowing one person to escape. What you are doing is making the OTHER people who you didn't allow to escape, watch what you are doing and feel frustrated. And you are also part of the problem of snitching cheating by survivors, where some survs use the game's team aura reading to snitch on their team. They feel they can take their chances because of this culture of letting people go.
Just had another game where the Killer played favorites. He stalled the game because he refused to kill his favorite surv, until he could find and kill the others. And then gave exit gate to that surv.
You end up frustrating people. Just kill all of us. Why break the rules of the game and not hook someone when you're supposed to and play favorites like this?
Stop ruining people's experience. I am trying to enjoy this game and the right thing to do is to kill everyone.
That will probably stop at the same time people stop slaming pallets and then putting flashlight in the face lol
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@EvieSimpsForCrowLady said:
https://forum.deadbydaylight.com/en/discussion/comment/3174430#Comment_3174430
they literally increased his hitbox lmao
His hitbox was as thick as his neck it was to easy to go through people
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@DemonDaddy said:
Every match I've had today against him and the killers dc. I've noticed some miss the power when it looks spot on, does he feel clunky or something?
Ive noticed that sometimes you drop people for no reason when wesker uses his power. And if you take a look at his new power hitbox its is literally as wide as his neck and goes up and down his body
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@JPLongstreet said:
https://forum.deadbydaylight.com/en/discussion/comment/3169286#Comment_3169286
There's absolutely no way the devs can prevent outside comms in any way, and I doubt they'd try to. Unenforceable.
Then tunneling will never end
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@pizzaduffyhp90 said:
I've seen many people wanting Voice chat in DBD and I thought I'd share my opinions on it. Proximity Chat is a fun concept in horror games as it's proven from time and time again on games like Friday The 13th, In Silence, Phasmophobia, Devour, even in Stop it Slender on Gmod it works great.
I do believe DBD could be very interesting with the proximity chat the only problem with that is it could get very bad the way this community gets with each side and how competitive people get and if players are screaming stop camping, tunneling, Slugging, Rushing Gens, Being Coordinated, etc that would just be a nightmare for everyone.
Gonna use Friday The 13th as an example proximity chat in that game works great cause it's not a competitive game it's a nice chill game for players to hop on and have a fun time and nobody really cares what happens the majority of the time. Sure it's got it's toxic side with players but, every game has that problem.
If DBD's community was more chill and killers and survivors weren't fighting each other 24/7 I think proximity chat would be fine but, as the community is I don't think it's a good idea as it would get pretty ugly like in the DBD discord voice chats.
Voice chats are an almost insurmountable advantage that survivors can have i think if there wasnt so many voice chats there wouldnt be so many tunnelers
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Im a killer main when my power goes out it still blocks me from matchmaking.
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@Dustin said:
https://forum.deadbydaylight.com/en/discussion/comment/3169275#Comment_3169275
Fair enough - Personally I don't mind teabagging it's more the survivors wasting my time by afk'ing at the gate thinking I'm going to bother giving them a love tap to push them out. Just leave so we can move next know what I mean?
I have a job that im on call 7 days a week so i prize my play time hate having it wasted. Id rather they ran out like i had devour hope with 5 tokens
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3169239#Comment_3169239
So you want survivors who use voice chat through Discord/Skype/whatever to be banned? Because SWF get to call out the killer's plays like that. Solo's can't.
It kinda kills the emersion. I dont want them banned but something has to be done they cant be on coms and whine about tunneling. If the killer doesnt tunnel and you have coms and he still wins then you are horrible at this game.
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@Dustin said:
It does and I'm pretty glad that it's becoming a more consistent thing with killers BHVR releases - Forces survivors to leave the trial or else risk dying.
Yeah no tbagging at the gate
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@EQWashu said:
There's no dates given at this time, but its a known issue from player feedback. Mandy discussed it yesterday in another thread:
I do hope its soon its a quality of life fix for the game
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@Regulus47 said:
Honestly I'm with OhTofu on this. People are just used to demogorgon style hitboxes where they don't have to aim all that well. Cool that he's getting changed I guess
Lookup the change in hit box its way to small. Ive even had survivors say i went straight through them
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3169183#Comment_3169183
You're right. Only the privileged SWF should have that ability. You need solos to stay weak so you can take your frustrations out one someone
Your not correct. I just find it unfair for one person to loop while relaying all your info to their others that are withing your terror radius so they know they are safe its an advantage that is almost insurmountable unless you tunnel and i hate doing that
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@GeneralV said:
I disagree with a lot of your points here, but I do agree with the main argument.
If Hexes are gone forever once they are destroyed, so should Boons.
It is only fair.
I wouldnt be apposed to being able to reup a hex totem
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@Raccoon said:
According to SteamDB....and the game is currently (as always) in the top percentile on Xbox/PSN metric sites.
RIP game :(
I guess Year 7 is the Death Knell!
Any idea the killer survivor ratio?
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@lauraa said:
sucked for GF and Twins but honestly I loved it haha. I had a lot of fun with that event. I hope they bring it back next year!
Alot of killers will just wait for it to be over
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@OrangeBear said:
That's just what happens when the killer character sucks. I don't often hear about Pinhead or Artist tunnelling or camping and it's because they don't need to.
If a squad dont have coms its not needed but if they do theres no other way to win. Theyd have 3 gens done before your first down
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@Nos37 said:
https://forum.deadbydaylight.com/en/discussion/comment/3169155#Comment_3169155
Wait. Why would killers be able to hear survivors?? How would that be fair to solos? SWF would still have separate comms that are private??
I was saying that coms from across the map arent fair to killers they shouldnt be able to share you heading with the others that cant see you. It takes any worry out of the game period
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@NomiNomad said:
Maybe Tuesday. That's when the bug-fix patch (if we're getting one this Tuesday) will come out.
Here's hoping cuz ive been flying through people
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How about proximity chat that way its fair to survivors and killers
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If you look at the specs for wesker his hit box is smaller than his character model so if your not pinpoint accurate you dont hit the this also includes when they vault windows and pallets
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@Junylar said:
There is only one reason of tunneling: it gives the killer ez win. If they stop it from leading to ez wins for the killer, the problem would be solved without any additional effort to "punish" for it.
Well its the only way to counter a gen rushing team especially if they have coms
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@Laluzi said:
https://forum.deadbydaylight.com/en/discussion/comment/2962066#Comment_2962066
But that's most of the risk factor with Devour Hope, that it's going to get found before everyone's revealed as Exposed. The reward is that everyone is perma-Exposed after 3 hooks and mori-able at 5. If you had the ability to stick it behind some corner tree in Swamp, or in some nook and box that'll never be spotted unless a survivor knows all the hex spawns on Lery's, DH will swing towards too powerful. Or rather, too reliable, which makes it too powerful, because DH's effect is too powerful to be reliable. If DH isn't plopped on some hyper-visible totem, survivors have the length of two Exposed chases in order to find it (assuming that Exposed wasn't revealed on the 4th or 5th token, because I've had that happen before) before heads start flying. Being able to put the hex in the most obscure possible spot skews that timing.
Like, DH is the one time where I feel there's actually merit to the roulette of hex placements. Run Undying and/or Haunted Grounds if you're concerned about hex longevity. The greatest buff I'd be comfortable giving it is having the totem not light up until the first person is hooked.
And I say this as someone who runs Devour regularly. Currently it's on my Nemesis build, my Ghostface build, my Wraith build, my Hag build, my Trickster build, my Doctor build, my Myers build... I love this perk, it's such a game-changer. But its balance is very careful and the suggestions here are coming across as a desire to make it overpowered.
I win most of the time without it since it gets destroyed usually within the first 2 or 3 mins. But it feels like a boring game of tag. Smack 2 times and hook its just boring that way. The killer should be a bit op that is what makes people jump out of their skin when you turn a corner
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@Aztreonam78 said:
https://forum.deadbydaylight.com/en/discussion/comment/2961448#Comment_2961448
What if it is a Nurse with 4 hexes?
The trick to nurses is breaking line of sight then moving to the side instead of just running straight. If they cant predict you nurse is useless
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@Laluzi said:
DH is perfect as it is. Removing its hex status automatically makes the perk overpowered. You'd have to nerf its actual effects if you wanted it to not be a hex, and at that point it wouldn't be worth running.
It's the ultimate risk/reward perk, and I don't think it should be changed at this juncture.
Then they need to at least let the killer choose the placement on the map. Far to often its spawned out in the open and is found before the first gen.
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@WaveyTrey said:
The only “buff” that comes to mind for Devour Hope imo is when you have all 5 tokens the entity will block the totem for the rest of the match… Since the survivors made all the wrong choices that lead to that situation. Getting 5 tokens is hard to pull off, and even when you do… You Mori maybe one survivor. During animation the others will certainly break it.
I feel it’s perfectly fair to simply have the monster start slaughtering everyone like in a real horror flick. The last survivor can always hide, and find the hatch if they’re lucky enough to survive the whole onslaught.
I have done some experiments in this game i played 25 games as survivor and 25 as killer i was able to find a totem within the first minute or 2 due to horrible placement in 19 of them and in all 25 as killer my totem was destroyed before the first hook. Something needs to change
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Then how bout giving the killer a few minutes before survivors spawn to place the totem its far to easy to find normally
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Ive played both killer and survivor if theres not devour hope im not even worried.
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Either changing devour hope to a perk that is no longer a totem or giving killer 2 mins before survivors spawn to place totem in a spot they choose.
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If your a decent team you shouldnt get hooked at all. Its not hard to hide from the killer if they dont have an aura reading perk.
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@Phasmamain said:
https://forum.deadbydaylight.com/en/discussion/comment/2791253#Comment_2791253
Why does it have to favor the killer. When has this been a needed part of asymmetrical games? The 1 can be the weaker side overall
The game is meant to have tention to make you sweat. If the killer isnt much of a threat its just a generator fixing sim. I hardly play survivor but when i have i havnt been hit a single time.
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@Phasmamain said:
Having a hex totem base kit only exemplifies the rng nature of this game in an awful way. Not to mention some killers (nurse) would benefit way too much from it
The problem is that people think the game is supposed to be fair. Its not its supposed to be far and away in favor of the killer. If you have a survivor team that has mics all totems will be gone and youll be lucky to take one down permanently.
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@Gylfie said:
The power of Devour Hope is that survivors don't see it coming until it's too late. Making it basekit would ensure it gets cleansed long before three stacks every single time.
Everytime ive played they cleanse all totems before doing a single gen. Maybe the answer is to make it a perk and not a hex totem.
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If they stop chasing you it just becomes a generator fixing sim.